realbasic-games
[Top] [All Lists]

Re: How can the Font and Style of a Bevelbutton's menu be changed?

To: realbasic-games at lists dot realsoftware dot com
Subject: Re: How can the Font and Style of a Bevelbutton's menu be changed?
From: "Heinz J. Gattringer" <heinzjos at uio dot satnet dot net>
Date: Thu, 10 Feb 2005 15:49:51 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <20050210180022 dot 1262970D73C at lists dot realsoftware dot com>

On Feb 10, 2005, at 1:00 PM, realbasic-games-request at lists dot realsoftware dot com wrote:

You shouldn't let that constrain your design; you can easily make
your own code ignore the event if you (your code) triggered it
instead of the user.

But as for the menu font and style, that's determined by the system;
I don't believe you have any control over it in the case of a
BevelButton menu.

Yes, indeed, I already managed to get a Popupmenu not to react to its action event by declaring a new property as boolean and when that property is true (which happens when the code sets the currently selected Popupmenu item), its action event handler simply returns without doing nothing. I just thought that this was, as you later mention refering to the bevelbutton's menu, fighting its intended purpose. Since it requieres an extra variable and, God forbid, three lines of code more, I thought this was less elegant than a bevelbutton's menu. But since I can't change the font style of the bevelbutton's menu, I will stick with the Popupmenu. Besides, the bug of curiosity had already bit me, so I thought I'd put the question out there anyways.


Finally, since this is a game, you might consider making your own UI
elements.  It's more work, but pretty common in games, and guarantees
that your UI will look exactly the way you want it on all platforms.

Yes, that crossed my mind at some point. Basically this means using a canvas, a combination of different pictures belonging to it and working with its mousedown and mouseup events, right? But I am interested firstly in getting the basic functionality of the user interface working (see what works with the game and what doesn't fit in) and the build in tools of Realbasic offer a very convenient way to do that quickly. Looks are a second consideration. On the other hand, my game has a sort of metal and steal theme to it, so at least the Mac OS standart windows and interface elements blend in quite nicely. I am also a bit concerned that custom made UI elements might require more resources (=memory) and might not be as fast (= consume more processor cycles) than build in RB-UI elements. And finally, people who don't play games normally might be put off by new, unfamiliar looking UI elements. My game is not intended for hard-core gamers only.

Thanks a lot
Heinz Jose

_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>

Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>

<Prev in Thread] Current Thread [Next in Thread>